Feats

Ascetic Hunter

You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice. Although many of your fellow monks frown on your methods, none can doubt that your diverse training has added to your ability to strike precisely and bring down your foes quickly.

Prerequisites: Improved Unarmed Strike, favored enemy.

Benefit: When you use an unarmed strike to deliver a stunning attack against a favored enemy, you can add one-half your favored enemy bonus on damage rolls to the DC of your stunning attempt.

If you have levels in ranger and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 7th-level ranger/1st level monk would deal 1d10 points of damage with her unarmed strike.

Ascetic Knight

You belong to a special order of religious monks that teaches its adherents that self-enlightenment and honorable service grow from the same well of purity. As a student of this philosophy, you have blended your training as a paladin and as a monk into one seamless whole.

Prerequisite: Improved Unarmed Strike, ability to smite evil.

Benefit: Your paladin and monk levels stack for the purpose of determining your unarmed strike damage. For example, a human 3rd-level paladin/1st-level monk would deal 1d8 points of damage with her unarmed strike. Your paladin and monk levels also stack when determining the extra damage dealt by your smite evil ability.

Ascetic Mage

You practice an unusual martial art that mixes self-taught spell casting and melee attacks to great effect.

Prerequisites: Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells.

Benefit: As a swift action that doesn't provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. The spell is lost as if you had cast it.

If you have levels in sorcerer and monk, those levels stack for the purpose of determining your AC bonus. For example, a human 4th-level sorcerer/1st-level monk would have a +1 bonus to AC as if she were a 5th-level monk. If you would normally be allowed to add your Wisdom bonus to AC (such as for a unarmored, unencumbered monk), you instead add your Charisma bonus (if any) to your AC.

Ascetic Rogue

You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down your foes quickly.

Prerequisites: Improved Unarmed Strike, sneak attack.

Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt.

If you have levels in rogue and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 5th-level rogue/1st-level monk would deal 1d8 points of damage with her unarmed strike.

All Gnolls Must Die [Achievement]

Your name is whispered by black lips throughout the badlands as a bringer of death and pain—few are the gnolls who don’t quake when they hear stories of your deeds.

Requirement: Deliver the killing blow to 20 gnolls, hyenas, dire hyenas, werehyenas, jackalweres, or minions of the Mother of Evil.

Benefit: As long as you carry some sort of trophy harvested from a gnoll (a necklace of ears, a set of teeth, a magic weapon taken from a chieftain, etc.), you gain a +2 morale bonus on all Will saves. You also gain a +2 competence bonus on attack rolls and weapon damage rolls against gnolls, hyenas, dire hyenas, werehyenas, jackalweres, and minions of the Mother of Evil.

Bad Decision

You made a bad decision.

Benefit: Upon choosing this feat you experience an odd, nagging feeling that you did something really stupid. Wasteful even.

Brachiation

You can swing through trees like a monkey.

Prerequisites: Acrobatics 1 rank, Climb 1 rank.

Benefit: You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests.

Graverisen [Achievement]

Death is no stranger to you, for you have risen from the grave to continue your quest many times.

Requirement: Die and be brought back at least twice.

Benefit: You gain a single-use supernatural ability to save yourself from death. The next time you would be killed, you may use this ability, leaving you alive and otherwise unaffected by the attack that would have killed you, even against effects with no saving throw. This does not require an action, and works even if you are helpless or unconscious. If you die and are brought back to life, you gain another single use of this ability. You can only have one use of this ability unspent at any time; any others you might accrue beyond the first are lost.

Kung Fu Genius

Prerequisites: Int 13, 1st level only

Benefit: Use Intelligence in place of Wisdom for monk abilities.

Natural Bond

Your bond with your animal companion is exceptionally strong.

Prerequisite: Animal companion.

Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives. This bonus can never make your effective druid level exceed your character level.

Obtain Familiar

You gain a familiar.

Prerequisites: Knowledge (arcana) 4 ranks, arcane caster level 3.

Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp.

For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack.

Reckless Offense [General]

You can shift your focus from defense to offense.

Prerequisites: Base Attack Bonus +1.

Benefit: When you use the attack or full attack action in melee you can take a -4 to your armor class and add a +2 bonus to your attack roll. Bonus and penalty last until the start of your next turn.

Second Wind [General]

You can shrug off minor wounds with ease.

Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution modifier (minimum 1).

Sense Weakness

Prerequisites: Combat Expertise, Weapon Focus

Benefit: Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of the target's Damage Reduction.

Serenity [General]

Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.

Prerequisite: Divine grace.

Benefit: Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.

Normal: The abilities use your Charisma bonus.

Snap Kick

You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.

Prerequisite: Improved Unarmed Strike, base attack bonus +6.

Benefit: When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a –2 penalty on all attack rolls you make this round.

Superior Unarmed Strike

Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.

Prerequisite: Improved Unarmed Strike, base attack bonus +3.

Benefit: You deal more damage with your unarmed strikes, as shown on the table below.

Character Level / Unarmed Damage

3rd 1d4

4th–7th 1d6

8th–11th 1d8

12th–15th 1d10

16th–20th 2d6

Special: If you are a monk, you instead deal unarmed damage as a monk four levels higher.

Sword Fighter

Prerequisites: Weapon Focus with the selected sword type, flurry of blows class feature.

Benefit: Use flurry of blows with that type of sword.

Tengu Trained

You have been trained by a tengu in swordsmanship.

Prerequisites: Weapon Focus (any sword), must be trained by a crow-headed tengu.

Benefit: You gain a +1 to hit and damage with the chosen sword type.

Special: You may take this feat as a fighter bonus feat and you can take this feat more than once with another sword type.

Zen Archery [General]

Your intuition guides your hand when you use a ranged weapon.

Prerequisites: Wis 13, base attack bonus +1.

Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.

SPELL CASTER FEATS

Collegiate Wizard

You have undergone extensive training in a formal school for wizards.

Requirement: Int 13, Must be a 1st level character.

Benefit: You begin play with knowledge of six 1st-level spells, plus 1 per point of Intelligence bonus. Each time you gain a wizard level, you may add four spells to your spellbook. You gain a +2 bonus on all Knowledge (arcana) checks.

Normal: 1st-level wizards begin play with knowledge of three 1st-level spells, and add two spells per level to their spellbook.

Special: You can take this feat only as a 1st-level character.

Precocious Apprentice

Your master has shown you the basics of a spell beyond the normal limits of your experience and training.

Requirement: Int 15 or Cha 15, arcane spellcaster level 1

Benefit: Choose one 2nd-level spell from a school that is not barred to you. You can cast that spell once per day. In effect, you have an extra 2nd-level spell slot that must be used to cast the chosen spell, and cannot be used for any other purpose. If you cannot cast 2nd-level spells yet, you must succeed on a caster level check (DC 8) to successfully cast the spell; if you fail, you miscast the spell to no effect. Your caster level with the chosen spell is your normal caster level, even if this is insufficient to cast the spell under normal circumstances.

When you become able to cast 2nd-level spells, you lose the previous benefit described above. Instead, you simply have an extra 2nd-level spell slot, which you may use to prepare (or spontaneously cast, if you are a spontaneous caster) 2nd-level or lower spells as you normally would.

You also gain a +2 bonus on all Spellcraft checks.

Special: You can only take this feat as a 1st-level character.

Spell Casting Prodigy

Benefit: Your primary stat for casting counts as 2 higher for spells and saving throw DCs.

Special: You can only take this feat as a 1st level character.

NINJA FEATS

Ninja Monk

Prerequisite: Sneak Attack +1d6.

Benefit: Your ninja and monk levels stack for determining your sneak attack bonus damage and your unarmed strike damage.

Ninja Druid

Prerequisite: Dinosaur animal companion

Benefit: Your ninja and druid levels stack for the purpose of determining your animal companion's statistics if it is a Velociraptor.

FLAWS

Corpse

You are dead.

Effect: You're dead, but you get an extra feat!

Delicious

Someone cast Divine Flavor on you.

Effect: All monsters attack you if able. In addition you go down smooth. When subjected to a swallow whole effect you count as two sizes smaller.

Dirt Farmer

You farm.

Effect: You must must spend 18 hours of each day farming or your liege has you killed.

Fat

You weigh double the base weight for your race.

Effect: You suffer a -1 to AC, -4 to Stealth checks, and your run speed is x2 your base speed (instead of x4).

Peasant Hat

You have a peasant hat like the one below.

Effect: You suffer a -10 penalty on all diplomacy checks and saves vs command. If you take the hat off crows peck at your head for 1 point of damage each round.

Weresheep

There sheep!

Effect: You are afflicted with lycanthropy and when in hybrid or animal form you are are harmless and suffer from the Delicious flaw.

XP Farm

You're going to make someone very happy.

Effect: You are worth 10 times the normal XP for a creature of your CR.

Background Feats are feats a character can choose only at 1st level and you can only choose one.

Affinity With Skill +4 bonus to one specific skill

Ambidexterity (prereq: Dexterity 15) Ignore off-hand penalties

Born Leader +4 bonus to Diplomacy checks; +1 to compulsion DCs; +4 to Leadership score if that feat is taken.

Defensive +1 morale bonus to AC; extra +1 to AC when fighting defensively

Eidetic Memory +1 bonus to all Knowledge skills; +4 to Intelligence checks

Elemental Resistance Resistance 5 versus one element

Energy Resistance Resistance 5 versus one energy type

Light Sleeper Make Perception checks while asleep as if awake

Natural Archer +1 attack bonus with bows, +1 AC bonus against bows

Natural Swordsman +1 attack bonus with swords, +1 AC bonus against swords

Night Owl +1 bonus to attacks, saves, and checks at night

Resistance to Disease +4 bonus to saves against disease

Resistance to Magic +1 bonus to saves against magic

Resistance to Poison +4 bonus to saves against poison

Signature Spell Cast one spell as if two levels higher than normal

Spell Affinity One spell becomes one level lower (cannot reduce spell level to 0)

The Voice +1 bonus to Bluff, Diplomacy, Gather Information checks; +2 bonus to Perform (storytelling) checks